[0.12.x][v0.12.8] Bob's Ore Mod.

Some mods, made by Bob. Basically streaks every Factroio-area.

Moderator: bobingabout

Keep merged Galena, or change to seperate Lead and Nickel ores?

Poll ended at Sun Oct 05, 2014 3:05 am

Galena gives Lead and Nickel
5
56%
Lead and Nickel as seperate ore fields.
1
11%
Keep Galena, and add another mod that adds Nickel ore fields. (turning Galena to Lead ore)
3
33%
 
Total votes: 9

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bobingabout
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Re: Bob's Ore Mod.

Post by bobingabout »

I've been trying to address the issue of some ores not apearing as often as they should. This is mostly caused by the negative effects they have on each other, so I removed these limitations from my ores.

This was the result in the starting area.
bobores overlapping.png
There's Copper, Iron, Stone, Gold, Lead, Tin, Tungston, Zinc and Bauxite. Coal was just off screen, and Silver (And the newly added Rutile when I did this) were present off screen, just outside the starting zone.

You should try to understand that the more ores added to the game will result either in some not apearing as often as intended, or a huge mess of overlapping ores, like this.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:I've been trying to address the issue of some ores not apearing as often as they should. This is mostly caused by the negative effects they have on each other, so I removed these limitations from my ores.

This was the result in the starting area.
bobores overlapping.png
There's Copper, Iron, Stone, Gold, Lead, Tin, Tungston, Zinc and Bauxite. Coal was just off screen, and Silver (And the newly added Rutile when I did this) were present off screen, just outside the starting zone.

You should try to understand that the more ores added to the game will result either in some not apearing as often as intended, or a huge mess of overlapping ores, like this.
and now realized another question then generated all? just in smaller quantities as I understand? *

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Re: Bob's Ore Mod.

Post by bobingabout »

smaller quantities, yes.

Anyway, V0.4 is uploaded on the first post.
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Re: Bob's Ore Mod.

Post by bobingabout »

V0.4 spawns were broken, uploading V0.4.1, which should be much better.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:V0.4 spawns were broken, uploading V0.4.1, which should be much better.
very good i am testing
spawn full resourses

bug
stone - long harvest
ore and other res. fast harvest

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Re: Bob's Ore Mod.

Post by bobingabout »

I Wouldn't really call stone a bug, it's programmed to be different in base game.

I will take a look at stone, change some numbers for it.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:I Wouldn't really call stone a bug, it's programmed to be different in base game.

I will take a look at stone, change some numbers for it.
sorry in my bug...
i am testing new game normal

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Re: Bob's Ore Mod.

Post by bobingabout »

0.4.2 is up, it changes stone, as well as other tweaks, list of changes on first post.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:0.4.2 is up, it changes stone, as well as other tweaks, list of changes on first post.
:D Why the need for rutile? *

0.4.2
ok work in landfill mod (stone normal entity)

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Re: Bob's Ore Mod.

Post by bobingabout »

Airat9000 wrote: :D Why the need for rutile? *
Currently? None.

It is an ore for Titanium from F-Mod, but Like Lead in DyTech, apears to be unused.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:
Airat9000 wrote: :D Why the need for rutile? *
Currently? None.

It is an ore for Titanium from F-Mod, but Like Lead in DyTech, apears to be unused.
thanks! mod work!

in bug
stone big plantation in very high (old version small plantation spawn)
coal small spawn (ols version normal spawn)

need to adjust a little bit.
Stone cut a little bit (in general between the old and the new version to make medium)
coal and a little bit of increase

otherwise no bugs, everything is fine .. good work! thanks!

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Re: Bob's Ore Mod.

Post by Airat9000 »

:D new version in f mod
more silver< gold,

small generated in
coal, ore, copper

screen
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Re: Bob's Ore Mod.

Post by bobingabout »

I didn't change any values of Coal, it shouldn't have been effected. Are you sure it wasn't just a "Bad luck" spawn by random chance?

I can change stone to be a bit less, but the main reason why I increased the size to be the same as the other base materials, was because Dytech's need for stone gears puts it in a very high demand especially in the early game.
for example, science pack 1 and science pack 2 production, you need as much stone as iron and copper combined.
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Re: Bob's Ore Mod.

Post by Airat9000 »

bobingabout wrote:I didn't change any values of Coal, it shouldn't have been effected. Are you sure it wasn't just a "Bad luck" spawn by random chance?

I can change stone to be a bit less, but the main reason why I increased the size to be the same as the other base materials, was because Dytech's need for stone gears puts it in a very high demand especially in the early game.
for example, science pack 1 and science pack 2 production, you need as much stone as iron and copper combined.
Yes, I understand :) just very little coal ..
stone and almost half of the map :) basically just a little cut.
main coal would still like more.

in the new version f fashion why a lot of silver and gold became .. identity map floor.


everything else was great!

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Re: Bob's Ore Mod.

Post by bobingabout »

again, random. the map I'm playing, the entire start area was pasted with ores, mainly gold. but then i've barely seen it anywhere else.

I'll take a look at things for next release. I'm also considering changing the order of the richness values a bit.
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Re: Bob's Ore Mod.

Post by YuokiTani »

can i use this mod as dependency to build my own smelting recipes and items beside DyTech & F-Mod ?

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Re: Bob's Ore Mod.

Post by bobingabout »

YuokiTani wrote:can i use this mod as dependency to build my own smelting recipes and items beside DyTech & F-Mod ?
sure
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Re: Bob's Ore Mod.

Post by jorgenRe »

thank you so much i was bound to get this mod because my game crashes because of the meteors :cry:
Therefore i have them disabled, but this mod lets mee get all the ores in a more legit way rather than the way im doing it now........every ore can be made from gold :twisted:
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Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Re: Bob's Ore Mod.

Post by bobingabout »

I've been working on a few changes and additions to this mod, while working on parts of my main mod too.

One of the changes I made in V0.5 is to prevent the new ores from spawning in the starting zone, but it still spawns as normal outside the starting zone, you just have to walk a bit, usually outside the perimeter of the starting area water. (except tin that still spawns everywhere, but thats because I'm going to use it as a low end ore in my mod)

I also added Quartz, this time I recoloured stone. Quartz is Silicon Oxide, so can be used to make Glass and Silicon for Electronics.

I've also been considering


The main things I've been working on for the other mod I've been working on is the next step up from ores, doing something with them. Some of them you just stick in a furnace and smelt into bars, like Tin, Silver and Gold (Though I have been considering maybe research should be required to unlock gold and silver, just to make it a progression).
Others like Aluminium, Titanium, Tungsten and Silicon require you to research Electrolysis, and other chemical processes.

Personally, I don't plan to have Tungsten plate in my mod, only Tungsten alloys (The matererial most people think of as pure tungsten is actually a Nickel-Tungsten alloy), but I added a check for DyTech to enable a final recepie to smelt Tungsten plates.
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Re: Bob's Ore Mod.

Post by Airat9000 »

:D new fix version in update wait

f-mod dytech in crash :(

0.10.0

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